This massive 560-page hardcover rulebook is the essential centerpiece of the of the Starfinger Roleplaying Game, with rules for character creation, magic, gear, and more - everything you need to play Starfinger as a either a player or Game Master!" posted by Alien Rope Burn Original SA post
"... if you bring your barbarian from Pathfinder into [Starfinger] and he's going to run around shirtless with a longsword, he should probably get cut down with an assault rifle." posted by Alien Rope Burn Original SA post
"If some guy just walks in off the street and says, 'I want a rocket launcher!', most people are going to say, we don't think you're rocket launcher-ready." posted by Alien Rope Burn Original SA post
"But from day 1, one of our important goals were, if you are a power armor-wearing knight of Iomedae and you got a plasma cannon, it is important to us that you can have a holy plasma cannon, because when you're facing space imps you want the holy plasma cannon." posted by Alien Rope Burn Original SA post
"We don't have anything designed to be a Gundam, again because that's just not a Core Rulebook issue, just like we don't have howdahs in the Pathfinder Core Rulebook." posted by Alien Rope Burn Original SA post
"And there's going to be, at the very high levels, it'll be more or less some of the small ships against giant capital ships are going to be fantastic battles that'll probably be told around your gaming table for a while." posted by Alien Rope Burn Original SA post
"The [Starfinger] Adventure Path, the first volume of which will come out in August at the same time as the Core Rulebook, will also have a Bestiary section just like the Pathfinder Adventure Path does, so right out of month 1 you'll have some new monsters, and every volume of the AP will have a selection of new monsters and new aliens and such." posted by Alien Rope Burn Original SA post
"That is known as the Drift, and when you go into the Drift, sometimes you pull stuff from other planes with you, whether that be a small chunk of Heaven or a tiny part of Hell or maybe a bit of the Maelstrom, etc. etc., and sometimes that comes with, you know, a bunch of angels minding their own business singing hallelujahs and suddenly they're in another dimension." posted by Alien Rope Burn Original SA post
"Lots of considerations went into choosing the gods for [Starfinger]: how many old gods to keep vs. how many new ones to introduce, what kind of stories we wanted to tell, what gods already had a connection to space, how many alien gods vs. Pact Worlds gods, gender balance, alignment balance, an obvious god for every core race, etc." posted by Alien Rope Burn Original SA post
"If we terminate the License due to breach, you have to immediately stop selling products that use the Compatibility Logo and you must destroy all of your inventory of those products (including all marketing material)." posted by Alien Rope Burn Original SA post
So, what does that mean for Starfinder? Well, it means that by and large, Starfinder has the same type of advantages and disadvantages as a system. Starfinder is very complex, has many dense rules, but has a bounty of character customization options including an entire book of playable alien races and your options are functionally infinite.
The equipment in Starfinder is simultaneously one of its best strengths and worst weaknesses. To start with, the selection of armors, weapons, cybernetic augments, hacker tools, technological widgets and bio graft implants is astoundingly diverse. Each item is well thought out, flavorful, and often has unique or interesting mechanical effects rather than simply reskinning the same guns with different names.
Starships in Starfinder are a vehicle and home base in one. They straddle a fine balance between classical base building and momentum-based strategy that reminds me of some of the better qualities of X-wing vs TIE Fighter and Battlefleet Gothic.
Overall the Starfinder space combat system works, but it feels like it would work as a tactics game with multiple ships rather than a roleplaying game as the players are often relegated to a couple minor roles.
Technically, you can play with just the core rulebook. A better baseline for the minimum requirements though is the core rulebook alongside the 1st alien archive. The alien archives double as monster manuals and race option collections since so many of the aliens in Starfinder are also playable races.
Everything bad about Pathfinder remains true here as well. Endless character options means difficult and complicated character building that requires knowhow and optimization. Complexity abounds and new players and GMs will have difficulty.
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Take your favorite fantasy RPG to the stars! Set thousands of years in Pathfinder's future, Starfinder is a stand-alone roleplaying game evolved from the Pathfinder rules and designed to bring you a whole new universe of science fantasy adventures. Play alien races both new and familiar as you explore the mysteries of a weird galaxy. Will you be an android assassin fulfilling corporate contracts, or a plucky ratfolk mechanic? A spellhacking lashunta technomancer, or a rakish human pilot? Uncountable worlds are waiting for you and your intrepid crew!
The Starfinder line will include both a hardcover core rulebook and key hardcover rules supplements, as well as a Starfinder Adventure Path that provides you with epic campaigns, expanded rules elements, and new monsters to battle. Best of all, Starfinder is designed to integrate easily with the Pathfinder roleplaying game, meaning your power-armored marine can still go toe to toe with orcs and dragons. So what are you waiting for? The galaxy needs you!
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